Depends on the system. In 3.5e? I'd chuck the core casters and replace them with Favoured Soul and Sorcerers and various other variant casters. Tome of Magic classes would work nicely. Replace core fighter types with Tome of Battle fighter types and you're good to go.
So the solution to the Wizard is the removal of the Wizard. Fair enough, I suppose.
Where do all those magic items come from under this model, as these casters strike me as unlikely to possess a wide array of prerequisite spells? Maybe we return magic items to rarities, but I do rather like having a functional item crafting system (even if it becomes much more costly and complex, to enforce a greater rarity of magic items).
Besides, the non-core fighter types generally have better skill packages, making them more useful outside of combat.
I’m definitely onside for better skill packages for the non-magical classes. It may be counterintuitive to give, say, fighters more base skill points than wizards, but fighters don’t devote a significant portion of their time to training and research in magic, leaving less time to pursue other skills (easy fluff).
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Hussar has a good answer for this that I mostly agree with. I think having the core casters in the game isn't just bad for disparity in scene (re-)framing and complex, non-combat conflict resolution with respect to (primarily) mundane classes.
However, if we're just talking about leveling the playing field and bringing the tier 4/5s up to tier 2/1, then I would look to other systems for inspiration. There needs to be some ability for players of mundane classes to impose their will upon the fiction in the same way that casters do. Unfortunately, most folks don't like these answers because they often involve tangling with the metagame mechanics of author and director stance. You can see these things in:
5e - Background Traits are basically insurance (sort of like BW Instincts) for player narrative imposition. These things are just true about your character and you can invoke them with no risk of GM veto. You're a Knight? Well you get the perks and fictional positioning that comes with that trait, guaranteed.
4e - Lots here from expanding Rituals to everyone (assuming they have the relevant skills), Martial Practices that allow scene framing and scene transitioning through mundane abilities, and a conflict resolution framework that makes the skill system the primary entry point for non-combat, conflict resolution. Each skill carries a lot of heft (ensuring strong competency in many things with just 4 skills) and theme powers, skill powers, and feat powers are all decoupled from class, ensuring that means to resolve non-combat conflicts is available to everyone. Obviously lots of Author stance combat exploits and some Director.
While I can’t comment on the individual systems, I agree that focusing attention on giving non-spellcasters abilities outside of combat is very much mandated. Whether that’s on a metagame level (hero point type mechanics, for example) or more specific abilities linked more directly to the character is very much a matter of taste, but either seems a reasonable approach. I think the metagame approach is foreign to 3.5 and prior editions (again, I can’t speak as confidently to 4e/5e), so I’d lean to specific out of combat abilities (ideally a roster of choices, rather than a fixed level by level progression) for non-casters.
I’d also lean strongly to WAY more spells that are on neither the Wizard nor Cleric list, but restricted to specific other classes, domains, archetypes, etc. One of the biggest advantage the Wizard and Cleric share is expansion materials. This book or that adds a new base class, with its own spell list – drawn largely from existing spells, with some new spells in that book available to these new classes, but typically also to the base classes. When another book is published, the new spells are generally usable by the new classes that book creates, perhaps another class or two it focuses on – and wizards and clerics again.
While we’re at it, any spell not intended to be combat-useful (I see you over there, Teleport!) gets a 10 minute+ casting time and/or other modifications making it less combat useful (maybe Teleport makes an audible noise and a bright flash on arrival, and those Teleported are Dazed for a minute, no saves or resistances). Not quite “ritual”, but an easy way to avoid abuses while leaving its main purpose (such as long distance travel) intact.
There are... few of which, I imagine, a Fighter could accomplish?
He can’t ambush a Lizard Man and question it with Intimidation?
A couple of problems. First is the language barrier, but isn’t that why so many people speak Common. The second is that stealth - whether by magic or mundane means – tends not to be a group activity, so the party is split.
A bigger problem – we’ve kind of gotten used to magic solving everything. So let’s give some special abilities to our “stuff of legend” fighters and rogues to rival the special abilities available to their spellcasting counterparts.
You can get some nice EX abilities. War Troll, iirc, can daze victims on a melee attack, and
Arrow Demons get to wield two bows at once for shenanigans. Polymorphing the Rogue into a Hydra gets him a lot of extra attacks, each one of which can apply Sneak Attack damage.
Does Polymorph still alter all your gear (Large size War Troll)? I hope so! Arrow demons are outsiders off the Polymorph list (no Outsiders). Still lots of good optons – but better when applied to teammates than to self.
But the reason PF beefed up non-spellcasters was that many were not having fun, because when the wizard, his familar, and the cleric divine the enemy's location and defenses, transport you to the lair, and manage dictate the terms of engagement, some people feel inadaquate. Like what an infantryman feels when he sees an A-10 tear though a column of tanks, or artillery demolish a city block.
Yet that’s not what Pathfinder beefed up. I think there are two group dynamics here. One is “if the team can do it, that’s good enough”, so Teleport is seen as a facilitator for the team, not glory for the Wizard. The other, however, sees it more individually, and the Fighter player wants his turn to help the whole team out. Noncombat abilities for the non-spellcasters would go a long way to helping out the second dynamic and does no harm t the first.
The fighter merely has to be present in the cloud, and he should have enough reach in order to make his presence known.
The war troll and the dragon both have 10’ reach, I think. Again, should be a good battle, but will be a team battle.
Running away for 10 minutes per level also gives the murderhobos enough time to loot everything that isn't nailed down and half the things that are.
During which time that Dragon may be herding his lizardmen followers to ambush the spell-expired, encumbered heroes/hobos as they emerge from his lair.
Here's my question: let's say a Dragon is strafing a town/city/palace in order to exact revenge/steal gold/ kidnap the princess/whatever and the party needs to stop it. The fighter hast to get out a bow and starts shooting. The wizard has the option of causing the Dragon to stall out of the air with Solid Fog or, if he has access to Evocation, Wall of Force.
The fighter has to deal with the Dragon's decision to fly. The wizard can make flight more difficult.
Dragons like the Hover feat. Solid Fog slows it (for its 20’ radius, 20’ high), while the Wall is a 10’ square per level. These will certainly inconvenience the dragon, but I don’t envision it plummeting from the sky.
And the fighter has to slot through the Dragon's HP, which might take a few rounds. Fair or not, the wizard, by the rules, has an option of ending the fight much more quickly, with Assay Spell Resistance (immediate action) + Reach Spell Shivering Touch.
I remain with the question whether Shivering Touch is more the problem than spellcasting in general. Let's ad third level spells that target each other characteristic in the same manner and see how that works out. Better yet, how about a Fighter or Rogue feat that allows them to Confuse, reducing a mental stat of any one target by 3d6 with virtually no ability of the target to avoid the effect. That seems similar to Shivering Touch as suggested to be applied in these scenarios. Let's give it to them at 5th level, when wizards get 3rd level spells.
I don't believe I was asked to completely dominate the game
It was the charge levied against spellcasters. Interesting to see your example of sorcerers when the suggested solution above is to eliminate wizards in favour of sorcerers.
In the after game analysis, the group widely agreed that ToH was poorly designed in 3.5e because the classes that can puzzle out the dungeon and survive would be limited to skilled classes and magic users; since the encounters were usually so deadly, fighters could not expect to fight and survive.
Sounds like a scenario designed to frustrate the fighters – I wonder how CR of the encounters compare to the Fighter’s level.
Why not just redesign your PC-build rules so that all PCs come out much the same in terms of mechanical and story effectiveness? It's not inherent to the concept of a fantasy RPG that there be these sorts of disparities across class design.
So what’s the redesign? The sorcerer shift didn’t do the trick, apparently. ToH can still be designed to favour spellcasters over fighters (any scenario can be designed to favour some abilities over others, so that’s neither here nor there – a good array of challenges is the answer there).
My response to this is similar. If I have to turn to the encumbrance rules - a somewhat obscure and generally tedious subsystem - in order to avoid wizards being overpowered, the game has (in my view) taken a wrong turn.
I don’t find it obscure, or overly difficult. What is the penalty for a low STR for a non-melee combatant if we ignore encumbrance? To me, that 7 STR should be just as defining as a 19 INT – characters are made interesting by both their strengths and their weaknesses.
If it's a counter-argument: I'd expect to see a Wizard with a (any!) belt of giant's strength about as often as I'd expect to see one being hit by a ray of enfeeblement. That is, basically never. As I said, I genuinely don't see encumbrance being any sort of a real balancing factor against Wizard power - not least since one of the first spells I ever encountered, back in the old Red Box 25 years ago, was Tenser's floating disk, a spell specifically designed to bypass such limitations!
The Haversack is an item designed to do the same. The disk reminds me more of a mule (or mule train), but we’d hate to use something mundane rather than a spell, right? As someone else noted, you want to carry some gear.
I don’t think encumbrance balances spellcasting so much as it provides some penalty for dumping STR. I like the concept that every stat has at least SOME meaning to all characters.
This is an important point. I think it's easy to see that certain circumstances can favor some classes over others. However, with regards to spellcasters those circumstances seem to be assumed for some reason.
Agreed.